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If you have any suggestions or ideas that you think would make this class better please say so and I'll get around to changing them as soon as possible. So please anything that will improve this class just say so. --Ktonos 21:34 21 December 2007 (MST)

At a brief glance, the class seems to be a sorcerer with a tiny spell list that has new abilities- this makes it too powerful. It has too much stuff. And the spell list is too restrictive. --Sam Kay 05:55, 22 December 2007 (MST)

That is the pay off, less spells for more abilities. --Ktonos 20:32, 22 December 2007 (MST)

Question, how long does the summoning ability work for? --Green Dragon 21:58, 24 December 2007 (MST)

Read it and tell me what you think. Remember, it's their job. --Ktonos 15:39, 26 December 2007 (MST)

What materials do they need to summon their undead?--Ramses IV 10:20, 29 December 2007 (MST)

I think I would rather play a Wizard (specialising in Necromancy) or a sorcerer who has lots of necromancy spells than this. True, it has spell like abilities, but you have more choice with standard classes. --Sam Kay 12:06, 1 January 2008 (MST)

just a little piece of advice as it stands your class features are out of order and its confusing for anyone trying to use this class because they are having to search for the description of the class features. I suggest you organice them in the order in which they are in the table.--Drole 13:17, 21 April 2012 (MDT)

With animate dead you can basically max your minions and stay maxed. Hundreds or thousands of minions at your disposal. Also, the defenses and SPD is retardedly high. One necromancer could take a full party.

A question is posed. How would a necromancer cast their spells? This dispute came up between myself and another player, him supporting the idea of casting as a sorcerer whereas I support casting as a wizard. Reasoning on my part... they are always carrying around a large book in most movies, games etc. So... cast as wizard or sorcerer? --Amber 18:17, 23 May 2008 (MDT)

I don't suppose you have an explanation for the 18th level guild leader with 10 000 undead that only last little more than a month given your wording of the Summon Undead ability? The extra requirements for casting are also quite absurd. This build class offers no noticeable advantages over a regular wizard when it comes to necromancy and is broken in several other aspects. Level*d12 health drain? Seriously? - 83.101.56.4 05:36, 1 June 2009 (MDT)

I give this a BROKEN AS FUCK/5.
So, it's only a bit more powerful than your average caster. 8D
But your average caster is silly in 3/3.5. So, this should be right out for most sane DMs. Channel touch should be, at best, floor(level/2)d8. Make the DC raise by half Necro level, as well. It makes it less horrifying at the beginning of life, and more useful past midlife.

And spontaneous cause wounds is also pretty stupid.

Undead lasting for something on the range of weeks, again, pretty bad. Way too much overhead for the DM to have to deal with. Maybe if they take the leadership feat they can have something similar to that in bounding for undead followers, otherwise I'd say they should be only able to have ceil(level/4) undead? Something that makes things not a horrible mess.

The auras being always on is sorta overpowered, as well. Or maybe just make it shaken for d4 rounds and any given creature is affected once, for Fear. Just get rid of the controlling all undead one, as that's just stupid. It takes away an entire avenue of enemies that can be used against you, an entire avenue of scenarios, etc.

Power - 5/5 I give this class a 5 out of 5 because its very even, it doesnt offer crazy tough defenses or super high attack powers, it is well balanced and should be able to level nicely alongside the other classes. --Whispers of the Lich 08:58, 31 August 2010 (MDT)

Wording - 5/5 I give this class a 5 out of 5 because I edited a lot of the info on it, obviously. --Whispers of the Lich 08:58, 31 August 2010 (MDT)

Formatting - 4/5 I give this class a 4 out of 5 because as much as i enjoy playing a necromancer, i dont beleive ive played enough DnD to fully scale the necromancer class build. However, when compared to the other spellcasting classes, the necromancer holds his own. --Whispers of the Lich 08:58, 31 August 2010 (MDT)

Flavor - 5/5 I give this class a 5 out of 5 because I helped edit some of it. I personally enjoy classes that go into description with everything, describing even simple aspects such as how others see them or where theyre not wanted. --Whispers of the Lich 08:58, 31 August 2010 (MDT)

I don't know if your rating should be included for wording or flavor, since you did a lot of that yourself. JazzMan 09:12, 2 September 2010 (MDT)

D12 at first level for damage? That's absurd. Any enemy you face at first level is nearly guaranteed to fail that ridiculous save.

Not to mention, A D12 EVERY level gets added? To put that into perspective, with the FIRST LEVEL ABILITY a necromancer receives, it could do 10d12 damage with a non-spell by level 10 (and assuming characters put their points into intelligence at level ups, a save ranging somewhere between 10+[{4 or 5} + 5] is a pretty rough save to make) grossly overshadowing even the strongest of Wizard or Cleric spells at an equal level. I don't know any Arcane or Divine spells usable at level 10 that are capable of a whopping 120 damage.

This class is insanely, and inanely overpowered, it does not appear there was any model (other than the wizards spells per day) or class-building experience put into this class.

It's defiantly a class that is desperately needed in the D&D world in my opinion, but revisions are undeniably required before one
should consider implementing this class build. It's a good effort, and I hope this did not discourage you from designing different classes.

Power - 3/5 I give this class a 3 out of 5 because: simply put "Chanel Touch", A massivly over powerd Vampiric Touch (3rd Level Wizard/Sorcerer Spell: PHB Page 298) starting at 1'st level and progressing with every level is over done. A sugestion would be to reduce to a D6/3 or 4 class levels and remove the save(which is pointless with the base save of 16+ to begin with) --67.166.29.185 08:54, 1 January 2011 (MST)

Wording - 5/5 I give this class a 5 out of 5 because: The concept is clear and concise, well thought out and presented --67.166.29.185 08:54, 1 January 2011 (MST)

Formatting - 5/5 I give this class a 5 out of 5 because: I see few minor issues but most can be overlooked through 'cause' of various books by WoTC and other side D&D/D20 source books --67.166.29.185 08:54, 1 January 2011 (MST)

Flavor - 5/5 I give this class a 5 out of 5 because: Specalist type caster classes are always neaded, the spell caster 'Type' both sorcerer and wizard are far broader than the fighter due to variety of spells feets skills and abilities. Necromancer is one of the best 'Schools' for a specalist, next to 'Conjurer', the concept and wording give a valuable feel for the idea behind the class. --67.166.29.185 08:54, 1 January 2011 (MST)

Power - 5/5 I give this class a 5 out of 5 because due to the channel touch ability alone, it is overwhelming in all cases, need to cut down to d6 or d8 and maybe increase 1 die every 3 levels (similar to the rogue sneak attack progression). --96.25.70.245 10:27, 14 February 2011 (MST)

Power - 5/5 I give this class a 5 out of 5 because due to the channel touch ability alone, it is overwhelming in all cases, need to cut down to d6 or d8 and maybe increase 1 die every 3 levels (similar to the rogue sneak attack progression). --96.25.70.245 10:28, 14 February 2011 (MST)

ok this class is just way way way overpowerd efectively curing cridical wounds on self at will @ 9th level

Power - 4/5 I give this class a 4 out of 5 because They combine the power of a wizard with plenty of zombies to protect them from bruisers. A good solo class, but I don't think they should be able to wear armor and shields. --173.245.48.121 09:10, 19 June 2012 (MDT)

Wording - 3/5 I give this class a 3 out of 5 because Has good descriptions, but some aspects are lacking, such as how good PC will react. Also some minor grammar and spelling mistakes. --173.245.48.121 09:10, 19 June 2012 (MDT)

Formatting - 3/5 I give this class a 3 out of 5 because It has average formatting, nothing to complain about --173.245.48.121 09:10, 19 June 2012 (MDT)

Flavor - 3/5 I give this class a 3 out of 5 because again, nothing really stands out, good overall. --173.245.48.121 09:10, 19 June 2012 (MDT)

Power - 1/5 I give this class a 1 out of 5 because it's way overpowered. Incredible save progression and SPD. --50.131.67.222 23:20, 9 August 2012 (MDT)

Wording - 4/5 I give this class a 4 out of 5 because I understand what it's saying. --50.131.67.222 23:20, 9 August 2012 (MDT)

Formatting - 4/5 I give this class a 4 out of 5 because It's pretty good. --50.131.67.222 23:20, 9 August 2012 (MDT)

Flavor - 3/5 I give this class a 3 out of 5 because again, pretty good. --50.131.67.222 23:20, 9 August 2012 (MDT)

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== Rating ==
'''Power - <<<1>>>/5''' I give this class a <<<1>>> out of 5 because <<<it seams overpowered>>> --~~~~
'''Wording - <<<Insert Your Rating Here>>>/5''' I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --~~~~
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - <<<Insert Your Rating Here>>>/5''' I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --~~~~
'''Flavor - <<<Insert Your Rating Here>>>/5''' I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --~~~~
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== Rating ==
'''Balance - 1/5''' I give this class a 1 out of 5 because <<<All you have done is taken the best of several different Necromancer type classes and jumbled it into 1 without having any draw backs to speak of. Plus adding in a d6 as hit dice when you will have a pet you can summon w/o material costs or exp expenditures, the use of light armors, and increase in caster level when casting spells or spell like abilities that fall under the necromancy school without the need of a feat. In my opinion there needs to be a long hard look at why you need the d6 hit dice if you have all these abilities currently, and the 20th lvl ability transforms you into a lich AGAIN w/o any gold or exp cost which changes your HD to d12. My suggestion is to roll a basic PHB character of equal level and run a combat simulation. I'll be willing to stake my life that this version of necromancer will wipe the floor with ANY other class.>>> --~~~~
'''Wording - X/5''' I give this class a X out of 5 because <<<insert why you gave the rating and how to improve it>>> --~~~~
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - X/5''' I give this class a X out of 5 because <<<insert why you gave the rating and how to improve it>>> --~~~~
'''Flavor - X/5''' I give this class a X out of 5 because <<<insert why you gave the rating and how to improve it>>> --~~~~